Kapo
Game Mechanics
- Ability Modifiers Wis +2, Chr +1
- Type Aberration
- Tag(s) Trow
Traits
- Amphibious You can breathe air and water.
- Environmental Vulnerability You’re particularly susceptible to the cold icy weather of the Alto Montaj and the dusty parched deserts of either Jundo-no-Sabaku or Heylik Erits and suffer Disadvantage when trying to cope with environmental hazards in those regions, even if properly equipped.
- Spark of the Divine When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll.
- Spawn Soul Fragment You functionally cast the Find Familiar spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a Long rest. Instead of Celestial, Fey, or Fiend the Familiar is an Aberration, instead of being summon it buds from your exposed flesh or carapace, and changing the Familiar's form is to telepathically empower it to horrifically mutate. Intelligence is your spellcasting ability for this spell.
- Small You are size Small.
- Darkvision 60' You can see in Dim Light within 60 feet of you as if it were Bright Light, and in darkness as if it were Dim Light. You can't discern color in darkness, only shades of gray.
- Innate Psionics You know the Psychic Attack cantrip. When you reach 3rd level, you can cast the Puppet spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the Detect Thought spells once and need to finish a long rest before you can cast it again. Wisdom is your spellcasting ability for these spells. These spells are cast without need for verbal or somatic components
- Naturally Stealthy You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
- Swim You have a swim speed of 30.
- Cantrip You know Viscious Mockery cantrip. Wisdom is your spellcasting ability for it.
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